TOMMYBOYS BUMPMAPPING MESH

TUTORIAL

 

What you need:

NifSkope 1.015, Character Tool or Ctool2, A mesh with skin, a paint programme, and a basic understanding of bumpmaps, plus some initiative and curiosity and time.

REMEMBER: ALWAYS BACK UP ANYTHING YOU EDIT OR ALTER FIRST11!!111

 


STEP ONE. OPEN MESH IN NIFSKOPE. HIGHLIGHT PART WE WANT BUMPMAPPED(IE CLICK ON IT IN THE VIEWING PANEL).

(IN "VIEW" HAVE "BLOCK DETAILS" SELECTED).


STEP TWO:

RIGHT CLICK "NITEXTURINGPROPERTY.


 

 

 


 


SELECT "TEXTURE", THEN "ADD BUMP MAP"

STEP THREE:

YOU WILL NOW HAVE A NEW BLOCK IN ADDITION TO THE EXISTING ONES. DOUBLE CLICK ON IT SO YOU CAN EDIT THE NAME AND ENTER "MALE_BASIC_BUMP.TGA" (OR WHATEVER YOU WANT TO CALL IT. I FIND IT EASIER TO USE A CONSISTANT NAMING CONVENTION BY JUST ADDING "_BUMP" TO THE NAME OF THE MAP.)


 

 


 


STEP FOUR.

IN THE BLOCK DETAILS HIGLIGHT "FILTER MODE" AND CHANGE IT FROM "FILTER_NEAREST_MIPMAP" TO "FILTER_TRILERP". THIS MAKES THE BUMPMAPPING MUCH LESS BLOCKY.

SAVE THE MESH(HAVING ALREADY MADE A BACKUP OF THE UNALTERED ORIGINAL, OF COURSE)

 


STEP FIVE.

MAKE A COPY OF THE "MALE_BASIC.TGA" MAP AND CALL THE COPY "MALE_BASIC_BUMP.TGA" IN YOUR "STANDARD" SKIN FOLDER.

OPTIONAL STAGE DEPENDING ON THE SKIN NOT HAVING A REFL ALREADY:

OPEN CHARACTER TOOL AND NOTE STILL NO BUMPMAPPING. HUNH? WHA'PPEN? I WANT MY MONEY BACK!

UNLAX. OPEN THE "MALE_BASIC_REFL.TGA" IN A PAINT PROG, AND NOTE THAT ITS JUST A BLACK FILE:

CHANGE TO:

BECAUSE THE BUMPMAPPING WONT WORK WITHOUT SOME REFLECT. NOW CLOSE CTOOL AND RE-OPEN IT AND LOAD THE MESH

WHOAH! DUDE! TOO SHINY...MY EYES! THE GOGGLES, THEY DO NOTHING!

FINALLY SOME BUMPMAPPING, BUT TOO MUCH GLOSS, HE'S NOW WEARING TINFOIL HOTPANTS, FOR HEAVEN'S SAKE!

ALTHOUGH FOR A SCALY TYPE LIKE EMIL HERE, SHINEYNESS ISNT TOO BAD, LET'S SEE HOW TO TONE THAT DOWN A BIT.

ONTO THE NEXT PAGE:PART 2